(2016-12-02, 18:31)Roland Melkert Wrote:(2016-12-02, 15:15)Niklas Buchmann Wrote: What I think is missing is some 'milkyness' in the transparent parts, some scattering of light inside them to make them glow. This is especially apparent for transparent parts in front of a dark background. Using a scattering media might be a solution, but that only works on hollow objects.This is what my current settings give.
Code:#local ldrawPlasticNor=normal {
bumps 0.001
scale 0.5
turbulence 0
};
#local ldrawPlasticFin=finish {
diffuse 1
brilliance 1
conserve_energy
specular albedo 0.1
roughness 0.01
reflection 0.15
};
#local ldrawPlasticTrans_f=0.75;
#local ldrawPlasticTrans_t=0.25;
#local ldrawPlasticTransInt=interior {
ior 3
fade_power 2
fade_distance 10
};
The hardest part is found tweaking is getting transparency good for all colors as especially red and yellow seem to loose their transparency very fast.
You're still using transmit/filter (which are texture attirbutes) in your example. I want to get rid of a colored texture for transparent parts altogether and use the interior statement to color the parts like this:
Code:
#declare LDXColor46 = material {
texture {
pigment {color srgb <1,1,1> transmit 1 filter 0 }
finish { lg_transparent_finish }
normal { lg_transparent_normal }
}
interior {
ior 1.6
fade_color srgb <247/255, 241/255, 31/255>
fade_distance 1
fade_power 1
}
}
I like the results of this method a lot, the parts do look more realistic and seem to have more depth. It's just that I'm not happy with the results in all circumstances.